MIR TACTICAL STRIKEBALL AIRSOFT RULES SET SOP

MIR Tactical Event Ruleset

General rules

  • Our events are Midcap Only events for all classes except LMG
  • Unless posted, all events are Semi Only except for SMGs matching the Full Auto Requirements, Pistols matching the Full Auto Requirements, LMGs.
  • All rifles must be transported to and from the AO in a gunbag/box
  • All players under the age of 18 MUST have full face protection.
    • Either a paintball mask or lower/upper face protection
  • Barrel covers are required while outside the AO/play area
  • No firing in safe areas
  • When in safe areas, mags out, barrel covers on
  • No blind firing. You must be able to see the target and able to look down your sights
  • No aggressive physical contact between players allowed.  Any fights or altercations will result in players being ejected and blacklisted from future Mir Tactical Events.
  • DO NOT move or displace any props unless you are aware of what to do with them or are told to by your Commander.
  • Do not move items such as boards, trashcans, or other items on the AO to use as cover.
  • Respect the property.  We are allowed to play at these amazing venues because we leave the event just as clean as we found it.  Purposely breaking anything will result in ejection from the event.
  • Be aware of vehicles.  At some of our events, vehicles are allowed.  Be aware of your surroundings and do not get in the way of moving vehicles.
  • Call your hits.  Airsoft/Strikeball is based on honor.  Without honor, no one has a good time.  When in doubt, call the hit.
  • All air powered systems must be able to be tournament locked.
  • Dead rags are HIGHLY RECOMMENDED for all Mir Tactical events.  Dead rags must be red.  Red dead lights are recommended for night games.  Be aware you may be overshot if you do not have one.
  • Any windows and doors that can be opened/closed must be all the way open to fire through.  DO NOT lock doors.
  • Any slots, or holes that you cannot fit your head through, cannot be shot through.
  • Safety kills/Bang Kills are not permitted.  If you are within MED, use your pistol.

Factions

  • Factions:
    • COR – Coalition of the Outlander Republics – Green Based
      • M81 Woodland, AOR-2, Multicam Tropic, OD Green, MARPAT, Ranger Green, Tiger Stripe, DNC. Black, Multicam Black. (for other exceptions not on this list please contact events@mirtactical.com)

 

    • UAE – United American Entity – Tan Based
      • Multicam, Multicam Arid, AOR-1, Tan, Coyote Brown, Desert Tri Color *Tan Based (for other exceptions not on this list please contact events@mirtactical.com)
    • CIVILIAN (Only allowed at specific events will be announced in advance) - Any SOLID colors with the exception of plaids. Including black, grays, denims, exc. (no camo patterns) EXCEPT opposing faction color. Example: CIVILIAN VS COR Green is not an allowed base color. 

Uniform/Gear requirements

  • Your uniform MUST match one of the camos listed. NO EXCEPTIONS.
  • Jackets and other cold weather clothing must match your faction. NO EXCEPTIONS.
  • Headgear, helmets, caps, beanies, must match Faction color.  NO EXCEPTIONS.
  • Gear such as goggles, pace protection, masks, plate carriers, chest rights, belts, boots, and gloves do not have to match the faction color.
  • For any faction used that is not listed above, their color will be posted prior to the event.
  • Ghillie suits do not have to match your faction color, but be aware, you may have a higher chance for friendly fire.  Ghillie suites are reserved for the Sniper class ONLY.
  • If you do not have the correct faction camo, you will not be allowed to play until you produce the correct uniform.  NO EXCEPTIONS 

Weapon Restrictions

  • LMGs – 1.5J
    • LMGs must be purpose built LMGs
    • M4s with a box mag are not considered LMGs.
    • LMGs cannot engage indoors
    • Required to carry a secondary
    • 10ft MED

 

  • Snipers – 2.8J
    • Snipers must be bolt action only
    • Snipers cannot engage indoors.
    • Required to carry a secondary
    • 100ft MED
  • DMR – 1.9J
    • Semi Auto only. (Must be locked in semi)
    • Cannot engage indoors.
    • Required to carry a secondary
    • 50ft MED
  • Rifles – 1.5J
    • Semi Auto only.
    • Midcaps only.
    • 0ft MED
  • SMGs – 1J/1.5J
    • SMGs are restricted to semi auto unless they chrono under 1J
    • Midcaps only
    • All SMGs must be sub caliber rifles (45ACP, 9mm, 5.7, etc)
    • Can engage Full Auto indoors if they chrono under 1J
    • 0ft MED
  • Shotguns – 1.5J
    • Semi/Pump only
    • Shells/Stick mags only (AA12 is approved for drum mag)
    • 0ft MED
  • Pistols – 1J/1.5J
    • Restricted to semi auto unless they chrono under 1J
    • Drum Mags not allowed
    • Mid caps used with mag adapters are allowed

Chrono Limits/MED

  • These are standard limits.  Any changes depending on venue will be posted prior to event.
  • Rifleman – 1.5J
  • SMG (FULL ATUO) – 1J
  • SMG Semi Auto – 1.5J
  • LMG – 1.5J
  • Sniper – 2.8J
  • DMR – 1.9J
  • Pistols – 1.5J
  • Pistols FA – 1J
  • Shotguns – 1.5J
  • All rifles are chronoed with .32g bbs
  • All HPA systems must be able to be tournament locked (we use a standard ziptie lockout system)
  • All rifles need to be chronoed and tagged before use on field.
  • All players with a chrono graphed weapon will be held responsible for any FPS discrepancies during the event/game. Organizer reserve the right to randomly select any individual and spot check any gun on the field at any time during the event/game, violators will be asked to leave the event.
  • You are responsible for knowing the power of your replica, and if it chronos too high, you will not be allowed to use it at the event, no exceptions

 

Consumables/Projectiles/Grenades

  • Grenades
    • 15 ft Detonation Radius
  • Scatter shot/Birdshot grenade Launchers are permitted, but act as a shower shot or imitate a shotgun blast. 
    • They do not clear the entire room.
  • No modified or homemade consumables permitted.
  • Sound grenades are grenades.
  • If you are within the radius, but not hit by a BB, you are still “Hit.”
  • Smoke grenades are not permitted indoor use.
  • Tagin Launcher Projectiles are banned from Mir Events.
  • Any questions about grenades or projectiles, contact the event coordinator – events@mirtactical.com

Hit detail

  • Friendly fire from teammate hits still count as a “Hit.”
  • Gun Hits do not count as a kill, unless the rifle is blocking the bb from hitting your body.
  • When hit, yell “HIT” and deploy dead rag, wait Bleedout or to be Medic’d, respawn at your FOB.
  • Ricochets do not count as hits.
  • If in doubt, call it.
  • A bb hitting any part of your body or clothing counts as a “Hit.”

Medic Rules

  • Ace bandages, and Replica Tourniquets are the only allowed bandages to medic a player
  • “Holding shoulders and counting to 10” is not permitted
  • On any players 1st “hit” any player can buddy medic the “hit” player
  • Once a player is hit a 2nd time, only a dedicated medic/squad leader/ or Commander may medic them.
  • Bandages must be wrapped twice around the arm
    • TUCK do not tie bandage off

Bleedout

  • When you are hit, you must stay in the spot that you were shot.
    • You can move out of the way of fire such as moving out of a doorway or moving from a line of sight.
  • YOU ARE NOT A HUMAN SHIELD.
  • You can “drag” other players to a medic.
    • Don’t actually drag, put a hand on their shoulder and you can move them
  • If a medic does not revive you, you must wait the minimum bleedout time, 3 minutes, before going back to your fob.
  • If bleedout time changes, it will be posted per event

Goggles/Face Protection PPE

  • ONLY ANSI 87.1 rated goggles will be allowed in the field.
  • Goggles must be FULL SEAL.
    • Pit Vipers are not allowed.
  • Lower face protection recommended, but not required if you are 18+.
  • Players under the age of 18 MUST wear full face protection – goggles and lower face protection or full-face masks.
  • No mesh goggles, safety glasses or shooting glasses permitted.
  • Oakely MFrames are allowed.

Player Conduct

  • Play with honor and integrity. Strikeball (Airsoft) depends on sportsmanship so CALL YOUR HITS.
  • Dead players do not talk or gesture, they can only call for a medic.
  • Respect the environment/property, clean up after yourselves.
  • Respect wildlife and do not shoot them.
  • Physical Contact in an aggressive manner between players is not allowed.  No tolerance.  
  • Be kind to each other and staff. Reff’s words are final say, there is absolutely zero tolerance for arguing with a staff member. 
  • Stealing is not allowed as well as a crime.  If you are caught stealing you will be blacklisted to all future Mir events and turned over to the proper authorities.

Blind man/ Emergency Protocols

  • If at any point you hear blind man, there is a real world emergency.  
    • Start yelling blindman, mag out, gun on safety, kneel and wait for referee instructions.
    • Keep your goggles on.
  • Do not call 911 during blind man, get event staff to the emergency, and allow them to get the proper personal to the scene.

Communications Interception

  • Frequency scanning or using the other faction’s channel is not allowed unless specified by a mission.
  • Players caught using another faction’s frequency will be ejected.

Vehicles

  • Vehicles will be in play depending on the venue.
  • All vehicles need to be cleared by Mir- email events@mirtactical.com
  • Vehicles are limited to 10mph at all times.
  • Drivers of the vehicles must be 18+.
  • Players are not allowed to enter or exit moving vehicles.
  • Players must respect vehicles to avoid injury.
  • Vehicles can be disabled with a single grenade and destroyed with a 2nd.
  • Rockets/grenades are not to be shot into the driver cabin of the vehicle.
  • Do not shoot into the drivers cabin, drivers are not in combat, and are not to shoot or be shot at unless they exit the vehicle.
  • Windows and doors must be fully open to shoot out of them.
  • When all players are shot inside the vehicle, it is considered disabled.
  • Vehicles that are disabled must wait 10 minutes with a live player
    • If it is not destroyed for the 10 minutes, it is back in play.
  • Vehicles that are destroyed must wait a 10 minute bleedout time before returning to FOB and respawning.
  • When a vehicle is destroyed, deploy hazard lights
  • You can carry other players back to base including dead players using a vehicle.
  • No blind firing from vehicles.

Juggernaut

  • Juggernauts can be eliminated with grenades.  1 grenade immobilizes him (can still shoot but cannot move unless medic’d) and a 2nd grenade eliminates it.
  • Juggernauts cannot be medic’d if they are eliminated.
  • Juggernauts follow bleedout rule.
  • Juggernauts are not allowed to run, they can only walk.
  • Juggernauts are not allowed to engage indoors.
  • Juggernauts are only allowed to be in play for some missions throughout the day
  • Juggernaut suits must be “realistic” and must cover most of the body, as well as the entire head and neck.
  • All juggernauts must be cleared prior to event.  Email: events@mirtactical.com

Drones, R/C vehicles, or other unmanned land devices

  • Any unmanned device must be approved by event coordinator, email him at events@mirtactical.com
  • No gas-powered unmanned vehicles are allowed.
  • Unmanned vehicles are not to be shot at or shoot.  They are purely for surveillance purposes.
  • Unmanned devices have a flight time and down time.
  • They are allowed to have anywhere from 3-5 minutes of flight time depending on venue, and 30 minutes of down time.
  • Devices used longer than its flight time will be ejected from the event
  • Drones used by photographers are excluded from these rules.